Thassa, Deep-Dwelling
Thassa, Deep-Dwelling

Thassa, Deep-Dwelling
– Theros Beyond Death

Date Reviewed:
February 26, 2020

Constructed: 4.00
Casual: 4.13
Limited: 4.38
Multiplayer: 3.75
Commander [EDH]: 4.13

Ratings are based on a 1 to 5 scale.
1 is bad. 3 is average.  5 is great.

Reviews Below: 


If you’re into midrange good stuff-style decks where everything moves forward and threatens the opponent in some way on its own, this particular mask of Thassa may not be the card you’re looking for. She is designed to synergize with anything that wants to come into play or leave play, and when you do it like she does – no mana cost, no requirement to tap, nothing – she does so very well. On top of that, she may well not count as a creature when you’re targeting that Mulldrifter or Acidic Slime, so your opponent will require a specific class of answer to get rid of her. And the fact that she will sometimes become a creature later, and close out the game much faster than a common Mulldrifter or Acidic Slime, makes her even better.

Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
EDH/Commander: 4/5

 James H. 


Conjurer’s Closet on a body? Even before you get to the rest of the card, Thassa, Deep-Dwelling is pretty neat for that effect alone. Particularly on the wording of the effect, which blinks the creature and returns it to play under your control. If you have temporary theft effects, this gives you the ability to permanently abscond with a creature, and that alone makes effects like that brutal. Also being able to make comes-into-play effects happen again is really vicious when you have strong ones, such as with Risen Reef from Core Set 2020.

Besides that, Thassa’s pretty solid value. A conditional 6/5 with indestructible is nice, particularly when she can lock down opposing attackers or blockers. Unlike the other gods, Thassa is markedly good at creating space for you to do your thing in a long game by tying up their best creature. I think Thassa is the second-best of the gods in Theros Beyond Death: while the gods rarely will win games on their own, Thassa has the ability to create enough space for you to get rolling to come back or just plow through an opponent.

Constructed: 4
Casual: 4.25
Limited: 4.75 (her activated ability is nuts)
Multiplayer: 3.5
Commander: 4.25


Hello guys and welcome back to Pojo’s Card of the Day! Today we’re looking at the Sea God, Thassa, who’s taking to hanging out under the waves in Theros.

So the original Thassa was pretty amazing in the decks that wanted her, namely Merfolk because her CMC was low enough to the ground and she gained a lot from the double blue pips on the various Merfolk Lords.

This Thassa is hardly as impressive, sure she’s a wee bit bigger but her 4cmc mana cost means that she’s going to be a top end one-of rather than a more consistent play in your deck. Her ability to flicker other creatures is pretty interesting that will cause it to see play in formats like Commander and sometimes in Cube.

In Draft she’s still a god-bomb that provides a potent mana-sink ability to lock down your opponents creatures or provide a bit of extra wiggle room for you to get an alpha strike in and maybe swing with her as well.

In Cube she’s going to be pretty impressive as well but more for a flicker-enabler that triggers every turn. She’s not going to be as good in powered environments but in Legacy and lower where you can get a lot more value with your Flicker Targets she’ll get a lot better.

Constructed 2/5 – Unless Merfolk becomes a deck again, she probably won’t see a lot of play.

Commander 4/5 – Flicker Enablers are awesome here where you can get awesome value from your big-bomb etb creatures.

Draft 3/5 – She’s a god-bomb, but one of the least impressive of the group.

Cube 3/5 – She’s part of the flicker deck so she can be an awesome pick-up, but hopefully you get some good payoffs.

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